Gaming machine

ABSTRACT

A slot machine is provided in which after the base game processes are run a lottery is performed to determine whether or not any of the types of items from among three types are acquired. Further, when the second game is run the player can select the item type to be used during the second game from items acquired from the lottery of the base game (S 113 -S 116 ). At the lottery process (S 117 ) of the second game that follows, the lottery is performed using any of the lottery tables set with a predetermined winning probability (probability of obtaining a payout of “100”), in accordance with the combination of the types of items and the type of second game selected.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is based upon the Japanese Patent Application No.2005-150022 filed on May 23, 2005 in the Japanese Patent Office; theentire contents of which are incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine that in addition torunning a first game, runs a second game following on from the firstgame, when determined conditions relating to the first game arerealized.

2. Description of the Related Art

Conventional technology discloses gaming machines such as that disclosedin Japanese Unexamined Patent Application Publication No. 2004-344508,in which the content of a first game is related to each of a pluralityof different kinds of second games, which functions to arouse a sense ofanticipation in a player about a second game during the course of thefirst game, thereby maintaining a high degree of interest by the playerin the content of the first game.

Further, other gaming machines have been disclosed such as thatdisclosed in Japanese Unexamined Patent Application No. 2005-13356, inwhich a player is provided with abundant opportunities to experienceeach second game, among a plurality of these second games that are run,developing successively as each of a succession of conditions arerealized, after certain conditions have been realized in relation to afirst game.

These second games are largely games in which a player makes a selectionof something on screen of a second game and receives a payout, andprovide a number of benefits as player participation type games, such asproviding an immediate effect, a good game tempo, concise software andbeing easily understandable games. In the game market however, thisstyle of games is becoming commonplace and a new style of playerparticipation type second games is keenly awaited.

Accordingly, the present invention provides a gaming machine that canrun a new style of player participation type second game.

SUMMARY OF THE INVENTION

According to a first aspect of the present invention, a gaming machinecomprises a display; and a processor operably coupled to at least one ofthe display and a memory, the processor causing the display to display afirst game, the processor determining whether or not a type of item fromamong a plurality of types of items is acquired and which type of itemis acquired each time the first game is run, the processor determiningwhether or not a second game is run each time the first game is run, theprocessor causing the display to display a plurality of selectionelements of the second game and at least one item acquired in the firstgame, if the second game is determined to be run, the processordetermining at least video effect running in the second game based on acombination of the selection element selected by a player and the itemselected by the player, and the processor causing the display to displaythe video effect when the video effect is determined to be output.

According to a second aspect of the present invention, a gaming machinecomprises a display; and a processor operably coupled to at least one ofthe display and a memory, the processor causing the display to display afirst game, the processor determining whether or not a type of item fromamong a plurality of types of items is acquired and which type of itemis acquired each time the first game is run, the processor determiningwhether or not a second game is run each time the first game is run, theprocessor causing the display to display a plurality of selectionelements of the second game and at lent one item acquired in the firstgame, if the second game is determined to be run, the processordetermining a payout value in the second game based on a combination ofthe selection element selected by a player and the item selected by theplayer, and the processor providing an award based the payout value.

According to a third aspect of the present invention, in a gamingmachine having the fist aspect of the present invention, the gamingmachine further comprises a touch panel arranged on a front face of thedisplay and configured to be touched by the player to select a selectionelement and at least one item of the second game.

According to a fourth aspect of the present invention, in a gamingmachine having the second aspect of the present invention, the gamingmachine further comprises a touch panel arranged on a front face of thedisplay and configured to be touched by the player to select a selectionelement and at least one item of the second game.

According to a fifth aspect of the present invention, in a gamingmachine having the first aspect of the present invention, the processormakes a specified effect determination when the combination of theselection element selected and the type of item selected is a specifiedcombination.

According to a sixth aspect of the present invention, in a gamingmachine having the second aspect of the present invention, the processormakes a specified payout determination when the combination of theselection element selected and the type of item selected is a specifiedcombination.

According to a seventh aspect of the present invention, in a gamingmachine having the first aspect of the present invention, the gamingmachine further comprises a sound output unit, wherein the processordetermines sound effect running in the second game based on thecombination of the selection element selected by a player and the itemselect by the player, and cause the sound output unit to out put thesound effect when the sound effect is determined to be output.

With the gaming machine according to the present invention, each time afirst game is run a lottery is performed on whether or not to acquireany of the types of items from among the plurality of types of items,further, when a second game is run, the type of second game is selectedand the player makes a selection of the type of item to be used in thesecond game from the items acquired by the lottery in the first game,while in the second game run thereafter, the lottery probability ratefor determining the payout acquired or the performance displayed in thesecond game is changed in coordination to the combination of the type ofitem and the type of second game selected, and in accordance with thecombination of the type of item and the type of second game selected bythe player, cases in which the payout obtained and the performancedisplayed in the second game are different are a majority, thus a newstyle of player participation type second game can be played.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of the slot machine;

FIG. 2 is a vertical cross-section of the reel and the lower liquidcrystal display;

FIG. 3 is an exploded perspective view of the lower liquid crystaldisplay;

FIG. 4 is a block diagram schematically depicting the control system ofthe slot machine;

FIG. 5 is a block diagram showing the liquid crystal driving circuit forthe lower liquid crystal display in schematic format;

FIG. 6 is an explanatory diagram showing an example of the variablydisplayed symbols in the variable display units in a base game inschematic format;

FIG. 7A is a lottery table corresponding to a “right reel” used in thebase game. FIG. 7B is a lottery table corresponding to a “left reel”used in the base game. FIG. 7C is the lottery table corresponding to a“center reel” used in the base game;

FIG. 8 shows winning combinations and their associated payouts resultingwhen playing the base game using three variable display parts;

FIG. 9 is a flowchart of the main process program;

FIG. 10 is a flowchart of the start receive process program;

FIG. 11 is a flowchart of the lottery process program;

FIG. 12 is a flowchart of the base game process program;

FIG. 13 is a flowchart of the item process program;

FIG. 14 is a lottery table used for determining items acquired in thebase game;

FIG. 15 is an example of the lower liquid crystal display during thebase game;

FIG. 16 is another example of the lower liquid crystal display duringthe base game;

FIG. 17 is a flowchart of the second game process program;

FIG. 18 is an example of the lower liquid crystal display beforechanging to a second game;

FIG. 19 is a probability table showing a probability of obtaining apayout in the second game;

FIG. 20A is a low payout lottery table used in the second game. FIG. 20Bis a middle payout lottery table used in the second game. FIG. 20C isthe high payout lottery table used in the second game;

FIG. 21 is a table showing a payout used in the second game;

FIG. 22 is a table showing a probability of winning in accordance with acombination of an item type and a second game type; and

FIG. 23 is a table showing a relationship with a random number volume, acombination and a payout.

DETAILED DESCRIPTION OF THE INVENTION

The gaming machine related to the present invention will now bedescribed with reference to the drawings based on an embodiment of theinvention realized in the form of a slot machine. Firstly, an outline ofthe construction of the slot machine related to this embodiment will beprovided with reference to FIG. 1 and FIG. 4. FIG. 1 is a perspectiveview of the slot machine. FIG. 4 is a block diagram schematicallydepicting the control system of the slot machine.

As shown in FIG. 1, the slot machine 1 has a cabinet 2 encompassing thewhole. An upper liquid crystal display 3 is disposed at the upper partof the front of the cabinet 2. A lower liquid crystal display 4 isdisposed in the center of the front of the cabinet 2. The upper liquidcrystal display 3 is comprised of a normal liquid crystal display. Thelower liquid crystal display 4 is comprised of what is known as atransparent liquid crystal display. The upper liquid crystal display 3displays information related to the game such as the gaming method,types of winning combinations and the payouts therefor, and each type ofperformance related to a game. As shown in FIG. 1, the lower liquidcrystal display 4 displays basically three variable display parts, 22,23 and 24. Each type of symbol formed around the outer peripheralsurface of each of the reels 220 shown in FIG. 4 is displayed in thesevariable display parts 22 to 24 so as to be visible while scrolling fromtop to bottom. A detailed description of the configuration of the lowerliquid crystal display 4 is provided following.

A playing table 5 is disposed jutting out forward below the lower liquidcrystal display 4. Running from the furthest left side of the playingtable 5 are in turn, the change button 6, cash out button 7 and helpbutton 8. To the right side of the help button 8, a coin insertion part9 and bill insertion part 10 are provided. At the front part of theplaying table 5 from the left hand side a 1-bet button 11, spin/repeatbet button 12, 3-bet button 13 and 5-bet button 14 are provided. Achange button 6 is equipped with a change switch 62. When this changebutton 6 is pressed a switch signal is output from the change switch 62to a CPU 50.

The payout button 7 is pressed at the end of the base game. When thepayout button is pressed coins acquired during the game arm paid outfrom the coin payout opening 15 to the coin receiving part 16. A cashout switch 63 is attached to the cash out button 7. If the cash outbutton 7 is pressed a switch signal is output from the cash out switch63 to the CPU 50.

The help button 8 is pressed when a player is unsure about how to playthe game. When the help button 8 is pressed all kinds of helpinformation are displayed on the upper liquid crystal display 3 or thelower liquid crystal display 4. A help switch 64 is attached to the helpbutton 8. If the help button 8 is pressed a switch signal is output fromthe help switch 64 to the CPU 50.

A coin sensor 65 is arranged in the coin insertion part 9. When a coinis inserted in the coin insertion part 9 a coin detection signal isoutput to the CPU 50 via the coin sensor 65. A bill sensor 66 isarranged in the bill insertion part 10. When a bill is inserted in thebill insertion part 10 a bill detection signal is output to the CPU 50via the bill sensor 66.

Each time the 1-bet button 11 is pressed a bet is made. The 1-BET button11 is equipped with a 1-BET switch 59. When the 1-BET button 11 ispressed a switch signal is output from the 1-BET switch 59 to the CPU50.

When the spin/repeat that button 12 is pressed a game is stared with thecurrent number of bets or the number of bets of the previous game. Thevarying and displaying of each of the symbols then commences on each ofthe variable display parts 22 to 24 of the lower liquid crystal display4. The spin/repeat BET button 12 is equipped with a spin switch 58. Whenthe spin/repeat BET button 12 is pressed a switch signal is output fromthe spin switch 58 to the CPU 50. The number of bets can be placed bypressing the spin/repeat BET button 12 is 1, 2, 3 or 5.

When 3-BET button 13 is pressed, a game is started with 3 bets. The3-BET button 13 is equipped with a 3-BET switch 60. When 3-BET button 13is pressed, a switch signal is output from the 3-BET switch 60 to theCPU 50. When 5-BET button 14 is pressed, a game is started with 5 bets.The 5-BET button 14 is equipped with a 5-BET switch 61. When 5-BETbutton 14 is pressed, a switch signal is output from the 5-BET switch 61to the CPU 50.

The coin payout opening 15 and coin receiving part 16 for receivingcoins paid out from the coin payout opening 15 are disposed in the lowerpart of the cabinet 2. A coin detection part 73 is arranged inside thecoin payout opening 15. The coin detection part 73 detects the number ofcoins paid out from the coin payout opening 15. The configuration of thecoin detection part 73 is described subsequently.

A detailed description of the configuration of the lower liquid crystaldisplay 4 as well as the reels disposed to the rear surface side of thelower liquid crystal display 4 will now be provided with reference toFIG. 2 and FIG. 3. FIG. 2 is a vertical cross-section of the reel andthe lower liquid crystal display and FIG. 3 is an exploded perspectiveview of the lower liquid crystal display.

In FIG. 2 and FIG. 3 the lower liquid crystal display 4 is disposed onthe inner side of a display window 210 of a machine front panel 20disposed in the center part of the front surface of the cabinet 2 of theslot machine 1, together with a transparent touch panel 30 arranged atthat front side (the left side in FIG. 2). Three reels 220A, B and C(only reel 220A appears in FIG. 2) are supported, each so as to becapable of rotating independently, in a parallel condition at the rearsurface side (the right side in FIG. 2) of the lower liquid crystaldisplay 4.

As shown in FIG. 2, the lower liquid crystal display 4 is arranged tothe front side of the three reels 220A, B and C. The base game describedsubsequently is performed using the reels 220 seen by viewing trough thelower liquid crystal display 4.

As shown in FIG. 1, the variable display parts 22, 23 and 24 are formedin the lower liquid crystal display 4. The reel 220A, on the left sidewhen viewed from the front surface of the slot machine 1, opposes thevariable display part 22. The center reel 220B opposes the variabledisplay part 23 and the right side reel 220C opposes the variabledisplay part 24. The configuration of these variable display parts 22 to24 is described subsequently.

The configuration of the lower liquid crystal display 4 will now bedescribed with reference to FIG. 2 and FIG. 3. In FIG. 2 and FIG. 3 thelower liquid crystal display 4 is structured, from the front surfaceside of the slot machine 1, of a transparent touch panel 30, reel glassbase 31, a bezel metallic frame 32, a liquid crystal panel 33, a liquidcrystal holder 34, a dispersion sheet 35, a light guide plate 36, awhite color reflector 37, a rear holder 38 and an anti-static sheet 39.Openings 35A, 35B and 35C are formed in the dispersion sheet 35.Openings 36A, 36B and 36C, openings 37A, 37D and 37C and openings 38A,38B and 38C are formed in the light guide plate 36, the reflector 37 andthe rear holder 38 respectively so as to be in agreement with theopenings 35A to 35C. The openings 35A, 36A, 37A and 38A are stacked soas to be in mutual agreement, forming variable display part 22 (referFIG. 1). In the same manner, the openings 35B, 36B, 37B and 38B comprisevariable display part 23 (refer FIG. 1), and the openings 35C, 36C, 37Cand 38C form the variable display part 24 (refer FIG. 1).

The openings 35A to 35C of the dispersion sheet 35 and the openings 36Ato 36C of the light guide plate 36 comprise a transparent regionmaintaining visibility of each of the variable display parts 22 through24.

As shown in FIG. 2, the lower liquid crystal display 4 is attached tothe display window 210 of the machine front panel 20 as each bracket 40disposed jutting out in the upper and lower directions of the reel glassbase 31 is screwed to the rear face of the machine front panel 20 viascrews 41.

A pair of cathode ray tubes 42 is provided at the top and bottom ends ofthe light guide plate 36, as light sources for the liquid crystal panel33. At the top and bottom of the rear side of each of the openings 38Ato 38C of the rear holder 38, a pair of cold cathode ray tubes 43 areprovided that illuminate the symbols formed on the external peripheralsurface of each of the reels 220A-220C.

The liquid crystal panel 33 is a transparent, electrical display panelformed of ITO (indium tin oxide) transparent, conductive film or thelike, arranged to the front of each reel 220, through which each reel isvisible. The rear surface side surrounding the display part of theliquid crystal panel 33 is held by a liquid crystal holder 34. The lightguide plate 36 is comprised of a light passing resinous panel. The lenscut formed in the light guide plate 36 acts to guide light emitted froma cold cathode ray tube 42 arranged at the side part of the light guideplate 36 to the rear side of the liquid crystal panel 33. The dispersionsheet 35 is comprised of a light passing resinous sheet. The dispersionsheet 35 diffuses light guided by the light guide plate 36 and makeslight illuminating the liquid crystal panel 33 uniform. The liquidcrystal holder 34 that holds the liquid crystal panel 33, the dispersionsheet 35 and the light guide plate 36 forms one integrated body, theperiphery of which inserts in the bezel metallic frame 32, such that thefront side of the display part for the liquid crystal panel 33 is heldby the bezel metallic frame 32.

The periphery of the integrated body of the liquid crystal holder 34,the dispersion sheet 35 and the light guide plate 36 fitted in the bezelmetallic frame 32 is inserted within the reel glass base 31. The liquidcrystal panel 33 with the display front face in the open condition isheld by the reel glass base 31. The transparent touch panel 30 ispressured to the front of the reel glass base 31 as the reel glass base31 is attached to the machine front panel 20 via the screws 41 andoverlays on the display part front face of the liquid crystal panel 33.

The rear holder 38 is comprised of white resinous board and holds thebezel metallic frame 32 supported by the reel glass base 31, the liquidcrystal holder 34 holding the liquid crystal panel 33, the dispersionsheet 35 and the light guide plate 36 from the rear thereof to the reelglass base 31. The rear holder 38 functions as a reflector plate thatreflects light emitted from the cold cathode ray tubes 42 to the lightguide plate 36 at the liquid crystal panel 33 side. The anti-staticsheet 39 is transparent and is adhered to the rear surface of the rearholder 38 by tape having adhesive on both sides, and covers the rearfaces of each of the openings 38A to 38C formed in the rear holder 38.

Each of the kinds of symbols used for the base game is formed on theperipheral surfaces of each of the reels 220A to 220C. FIG. 6 shows anexample of symbol columns formed on the peripheral surfaces of each ofthe reels 220A to 220C. The symbol columns shown in FIG. 6 are displayedin the variation thereof as the transparent variable display parts 22through 24 of the lower liquid crystal display 4 scroll down during thebase game. The symbol column 141 of FIG. 6 can be displayed in variationby the variable display part 22, the symbol column 142 can be displayedin variation by the variable display part 23 and the symbol column 143can be displayed in variation by the variable display part 24.

The symbol columns 141 and 143 both have the same symbol arrangement,each of these symbols being comprised from 11 individual symbols fromthe appropriate combination of triple bar 91, cherry 92, double bar 93,7 that is number 94, single bar 95 and blank (a region having no symbol)96.

The symbol column 142 is the same as each of the symbol columns 141 and143 on the point of the combinations of the triple bar 91, cherry 92,double bar 93, 7 that is 94, the single bar 95 and the blank 96, howeverthere is also a single trigger symbol 97. This trigger symbol 97 is asymbol for making a transition to a second game as describedsubsequently. When the trigger symbol is stopped and displayed over theactivated pay line L of the variable display part 23 the move to thesecond game occurs.

The method by which each of the different symbols is formed on theperipheral surface of each reel 220A through C will now be described. 11symbols are printed on a reel sheet having a length matching thecircumferential length and the width of the reels 220A through C. Thisreel sheet is then adhered to the peripheral surface of each reel 220such that each of the peripheral surface of the reels 220A through C isformed with each of the symbols. While this is the method normally usedother methods are possible.

When each of the symbol columns 141 to 143 scrolled on each of thevariable display parts 22 to 24 is stopped and displayed, three symbolsare each stopped and displayed on the variable display parts 22 to 24.

Further, various winning combinations of the plurality of types of eachof these symbols are set in advance, and as the combination of symbolscorresponding to a winning combination stops over the activated pay lineL, coins corresponding to that winning combination are paid out from thecoin payout opening 15. On this point, the present invention is the sameas a slot machine of the conventional technology, thus this descriptionconcludes here.

Next, the configuration of the control system of the slot machine 1 willbe described with reference to FIG. 4. FIG. 4 is a block diagramschematically depicting the control system of the slot machine accordingto the present invention.

As shown in FIG. 4, the control system of the slot machine 1 isbasically comprised around the CPU 50. A ROM 51 and RAM 52 are connectedto this CPU 50. The ROM 51 stores the subsequently described mainprocess program, base game process program, second game process program,lottery tables for running the lottery of stopped and displayed symbolsfor the base game and other kinds of tables and programs required forthe control of the slot machine 1. The RAM 52 is memory providingtemporary storage for all kinds of data used in calculations performedby the CPU 50.

A frequency dividing circuit 54, a random number generating circuit 55for generating random numbers and a random number sampling circuit 56are connected to the CPU 50. A clock pulse generating circuit 53 forgenerating standard clock pulse is connected to the frequency dividingcircuit 54. Random numbers sampled via the random number samplingcircuit 56 are used in the various kinds of lotteries for the winningcombinations. Further, a spin switch 58 connected as a supplementary tothe spin/repeat BET button 12, a 1-BET switch 59 connected as asupplementary to the 1-BET button 11, a 3-BET switch 60 connected as asupplementary to the 3-BET button 13, a 5-BET switch 61 connected as asupplementary to the 5-BET button 14, a change switch 62 connected as asupplementary to the change button 6, a cash out switch 63 connected asa supplementary to the cash out button 7 and a help switch 64 connectedas a supplementary to the help button 8 are each connected to the CPU50. When one of these buttons is pressed a switch signal is output fromthe switch to the CPU 50 and the CPU 50 controls the different types ofactions corresponding to each button.

Three step motors 68 to facilitate the rotation of each of the reels220A to C via a motor driving circuit 167 and a position changedetecting circuit 69 are connected to the CPU 50. When a motor drivesignal is output from the CPU 50 to the motor driving circuit 167 eachof the step motors 68 are driven by the motor driving circuit 167, thuseach of the reels 220A to C rotate.

After the rotation of each of the reels 220A to C commences, the numberof drive pulses supplied to each of those step motors 68 is calculatedand the values from these calculations are written to a predeterminedarea of the RAM 52. Further, a reset pulse is output from each of thereels 220A to C for each rotation. The reset pulse is input to the CPU50 via the position change detecting circuit 69. Once a reset pulse isinput to the CPU 50 the calculated value written in the RAM 52 iscleared to “0”. Symbol tables are stored in the ROM 51. The symboltables provide the relation between a rotational position of each reel220A to C and the symbols formed on the peripheral surface of each ofthe reels 220A to C. The CPU 50 recognizes the rotational position of asymbol on each of the reels 220A to C based on the calculated valuecorresponding to the rotational position within the scope of rotation ofeach of the reels 220A to C and the symbol tables housed in the ROM 51.

The position change detecting circuit 69 is connected to the CPU 50. Theposition change detecting circuit 69 detects the change in the positionat which the reels 220A to C stop after stop control facilitated by themotor driving circuit 167. For example, there may be cases where playersforcefully change a stop position of one or more reels 220A to C tofabricate a winning combination when a combination of stopped symbols isnot the winning combination. The position change detecting circuit 69detects such position changes. For example, the position changedetecting circuit 69 detects fins attached at predetermined intervals atparts on the inner side of the reels 220A to C and is thereby able todetect a change in the position of stoppage of the reels 220A to C.

Further, the coin sensor 65 which is arranged in the coin insertion part9 and the bill sensor 66 which is arranged in the bill insertion part 10are connected to the CPU 50. The coin sensor 65 detects the coininserted in the coin insertion part 9. The CPU 50 counts the number ofinserted coins based on the coin detection signal output from the coinsensor 65. The bill sensor 66 detects the kind and value of billinserted in the bill insertion part 10. The CPU 50 counts the number ofcoins equivalent to the value of inserted bill based on the billdetection signal output from the bill sensor 66.

A hopper 71 is connected to the CPU 50 via a hopper driving circuit 70.When a driving signal is output from the CPU 50 to the hopper drivingcircuit 70, the hopper 71 payouts a predetermined number of coin fromthe coin payout opening 15.

Further, the coin detection part 73 is connected to the CPU 50 via apayout complete signal circuit 72. The coin detection part 73 isarranged inside the coin payout opening 15. When the coin detection part73 detects the payout completion of predetermined number of coin fromthe coin payout opening 15, the coin detection part 73 output the payoutcomplete signal to the payout complete signal circuit 72. The upperliquid crystal display 3 and the lower liquid crystal display 4 areconnected to the CPU 50 via a liquid crystal driving circuit 74. The CPU50 controls the upper liquid crystal display 3 and the lower liquidcrystal display 4.

As shown in FIG. 5, the liquid crystal driving circuit 74 is comprisedof a program ROM 81, an image ROM 82, an image control CPU 83, a workRAM 84, a video display processor (VDP) 85, and a video RAM 86 and thelike. The image control program, and various sampling tables related todisplay on the upper liquid crystal display 3 and the lower liquidcrystal display 4 are stored in the program ROM 81. Dot data for formingimages, for example, displayed on the upper liquid crystal display 3 andthe lower liquid crystal display 4, are stored in the image ROM 82. Theimage control CPU 83 determines the images displayed on the upper liquidcrystal display 3 and the lower liquid crystal display 4 from the dotdata previously stored in the image ROM 82 in accordance with the imagecontrol program previously stored in the program ROM 81 based on theparameters set by the CPU 50. The work RAM 84 is temporary storage meanswhen the image control CPU 83 executes the image control program. TheVDP 85 forms an image according to the display content determined by theimage control CPU 83, and outputs this image to the upper liquid crystaldisplay 3 and the lower liquid crystal display 4. The video RAM 86 istemporary storage means when the image is formed with the VDP 85.

Further, LED 78 is connected to the CPU 50 via an LED driving circuit77. A plurality of these LED 78 are arranged at the front of the slotmachine 1, and the lighting of the LED 78 is controlled by the LEDdriving circuit 77 based on drive signals from the CPU 50 when the CPU50 performs different kinds of calculations. Moreover, speakers 80 areconnected to the CPU 50 via an audio output circuit 79. The speakers 80emit various audio effects when different kinds of performances areplayed based on signals output from the audio output circuit 79.

A transparent touch panel 30 is connected to the CPU 50 via a touchpanel driving circuit 67. The transparent touch panel 30 is providedover the screen of the lower liquid crystal display 4. The CPU 50 isable to determine where the transparent touch panel 30 has been touchedand which direction the touched place is moving based on coordinateposition information of the part of the transparent touch panel 30 thatis touched by the player.

As shown in FIG. 18, second game type selection regions 111 and 112 aswell as item selection regions 103, 106 and 109 corresponding to theitems used for the second game are displayed on the lower liquid crystaldisplay 4. The CPU 50 is able to determine which of the game typeselection regions 111 or 112 or which of the item selection regions 103,106 or 109 has been touched by a player, using the touch panel drivingcircuit 67 and the transparent touch panel 30.

The lottery tables used for determining the symbol to be stopped anddisplayed over the activated pay line L when the base game is run on theslot machine 1 will now be described with reference to FIG. 7. The basegame is played via the three variable display parts 22 to 24 throughwhich each symbol applied to the three reels 220A to C are visible.FIGS. 7A to 7C show the lottery tables for determining stopped anddisplayed symbols for when the base game is played.

The symbols stopped and displayed over the activated pay line L aredetermined by each of the three reels 220A to C. In relation to each ofthe symbol columns 141 to 143 shown in FIG. 6 the code numbers “0” to“10” are allocated from top to down in sequence, and the lottery tablesas shown in FIG. 7 are provided. Random number values are sampled foreach of the three reels 220A to C using the random number samplingcircuit 56.

FIG. 7A shows the “right reel” lottery table. For the purpose of thisexplanation the reel 220 on which the symbol column 141 is formedvisible via the right side variable display part 22 is referred to asthe “right reel”. FIG. 7B shows the lottery table of the “left reel”.The reel 220 on which is formed the symbol column 143 visible via theleft side variable display part 24 is referred to as the “left reel”.FIG. 7C shows the lottery table corresponding to the “center reel”. Thereel 220 on which is formed the symbol column 142 visible via the centervariable display part 23 is referred to as the “center reel”.

The “right reel” will now be described. When the random number valuesampled using the random number sampling circuit 56 is within the rangefirm 0 to 15 the blank 96 allocated to code number “0” is stopped anddisplayed over the activated pay line L. When the random number value iswithin the range between 16 and 25, triple bar 91 allocated to codenumber “1” is stopped and displayed over the activated pay line L. Whenthe random number value is within the range between 26 and 36, cherry 92allocated to code number “2” is stopped and displayed over the activatedpay line L. When the random number value is within the range between 37and 46, double bar 93 allocated to code number “3” is stopped anddisplayed over the activated pay line L. When the random number value iswithin the range between 47 and 52, “7” 94 allocated to code number “4”is stopped and displayed over the activated pay line L. When the randomnumber value is within the range between 53 and 63, single bar 95allocated to code number “5” is stopped and displayed over the activatedpay line L. When the random number value is within the range between 64and 80, blank 96 allocated to code number “6” is stopped and displayedover the activated pay line L. When the random number value is withinthe range between 81 and 91, triple bar 91 allocated to code number “7”is stopped and displayed over the activated pay line L. When the randomnumber value is within the range between 92 and 103, double bar 93allocated to code number “8” is stopped and displayed over the activatedpay line L. When the random number value is within the range between 104and 115, “7” 94 allocated to code number “9” is stopped and displayedover the activated pay line L. When the random number value is withinthe range between 116 and 127, single bar 95 allocated to code number“10” is stopped and displayed over the activated pay line L.

The “left reel” will now be described. When the random number valuesampled using the random number sampling circuit 56 is within the rangefrom 0 to 15, the blank 96 allocated to code number “0” is stopped anddisplayed over the activated pay line L. When the random number value iswithin the range between 16 and 25, triple bar 91 allocated to codenumber “1” is stopped and displayed over the activated pay line L. Whenthe random number value is within the range between 26 and 36, cherry 92allocated to code number “2” is stopped and displayed over the activatedpay line L. When the random number value is within the range between 37and 46, double bar 93 allocated to code number “3” is stopped anddisplayed over the active pay line L. When the random number value iswithin the range between 47 and 52, “7” 94 allocated to code number “4”is stopped and displayed over the activated pay line L. When the randomnumber value is within the range between 53 and 63, single bar 95allocated to code number “5” is stopped and displayed over the activatedpay line L. When the random number value is within the range between 64and 80, blank 96 allocated to code number “6” is stopped and displayedover the activated pay line L. When the random number value is withinthe range between 81 and 91, triple bar 91 allocated to code number “7”is stopped and displayed over the activated pay line L. When the randomnumber value is within the range between 92 and 103, double bar 93allocated to code number “8” is stopped and displayed over the activatedpay line L. When the random number value is within the range between 104and 115, “7” 94 allocated to code number “9” is stopped and displayedover the activated pay line L. When the random number value is withinthe range between 116 and 127, single bar 95 allocated to code number“10” is stopped and displayed over the activated pay line L.

The “center reel” will now be described. When the random number valuesampled using the random number sampling circuit 56 is “0”, triggersymbol 97 allocated to code number “0” is stopped and displayed over theactivated pay line L. When the random number value sampled using therandom number sampling circuit 56 is within the range from 1 to 15,triple bar 91 allocated to code number “1” is stopped and displayed overthe activated pay line L. When the random number value is within therange between 16 and 20, cherry 92 allocated to code number “2” isstopped and displayed over the activated pay line L. When the randomnumber value is within the range between 21 and 32, double bar 93allocated to code number “3” is stopped and displayed over the activatedpay line L. When the random number value is within the range between 33and 45, “7” 94 allocated to code number “4” is stopped and displayedover the activated pay line L. When the random number value is withinthe range between 46 and 53, single bar 95 allocated to code number “5”is stopped and displayed over the activated pay line L. When the randomnumber value is within the range between 54 and 64, blank 96 allocatedto code number “6” is stopped and displayed over the activated pay lineL. When the random number value is within the range between 65 and 71,triple bar 91 allocated to code number “7” is stopped and displayed overthe activated pay line L. When the random number value is within therange between 72 and 82, double bar 93 allocated to code number “8” isstopped and displayed over the activated pay line L. When the randomnumber value is within the range between 83 and 120, “7” 94 allocated tocode number “9” is stopped and displayed over the activated pay line L.When the random number value is within the range between 121 and 127,single bar 95 allocated to code number “10” is stopped and displayedover the activated pay line L.

The winning combinations and their payouts resulting when the base gameis played using the slot machine 1 will now be described with referenceto FIG. 8. FIG. 8 shows the winning combinations and their associatedpayouts resulting when playing the base game using the three variabledisplay parts 22 to 24. In FIG. 8 when the code number of the “centerreel” is “0”, and the code numbers of the “right reel” and “left reel”are any of “0”-“10”, the player proceeds to the second game. In thiscase, on variable display part 23, trigger symbol 97 is stopped anddisplayed over the activated pay line L, a “500” payout is obtained andthe player can advance to the second game. The second game is the gameplayed after the base game and in the majority of cases is a moreadvantageous game for the player.

When each of the code number of the “right reel”, “center reel” and“left reel” is “4” or “9” there is a “7-7-7” win. Here, on each of thevariable display parts 22 to 24, “7” 94 is stopped and displayed overthe activated pay line L and a “100” payout is obtained. When each ofthe code number of the “right reel”, “center reel” and “left reel” is“1” or “7”, there is a “triple bar-triple bar-triple bar” win. Here, oneach of the variable display parts 22 to 24, the triple bar 91 isstopped and displayed over the activated pay line L and a “5” payout isobtained. When each of the code number of the “right reel”, “centerreel” and “left reel” is “3” or “8”, there is a “double bar-doublebar-double bar” win. Here, on each of the variable display parts 22 to24, the double bar 93 is stopped and displayed over the activated payline L and a “3” payout is obtained. When each of the code number of the“right reel”, “center reel” and “left reel” is “5” or “10”, there is a“single bar-single bar-single bar” win. Here, on each of the variabledisplay parts 22 to 24, the single bar 95 is stopped and displayed overthe activated pay line L and a “2” payout is obtained. When each of thecode number of the “right reel”, “center reel” and “left reel” is “2”,there is a “cherry-cherry-cherry” win. Here, on each of the variabledisplay parts 22 to 24, the cherry 92 is stopped and displayed over theactivated pay line L and a “1” payout is obtained.

When the code numbers of the “right reel”, “center reel” and “left reel”result in combinations other than the above described, the player gets a“lose”. Here, on each of the variable display parts 22 to 24 any of thetriple bar 91, cherry 92, double bar 93, “7” 94, single bar 95 and blank96 corresponding to each code numbers is stopped and displayed over theactivated pay line L but there is no payout.

The second game will now be described in outline. Items acquired in thebase game can be used in the second game, thus this descriptioncommences with an explanation of how items are obtained. In the case ofthis embodiment items acquired in the base game can be any of a highperformance shoes coupon, 100 days training achieved coupon or highperformance swimsuit coupon.

As shown in FIG. 15, during the base game three item display parts 103,106 and 109 are maintained in the lower part of the variable displayparts 22 to 24 on the lower liquid crystal display 4. The left itemdisplay part 103 is divided into an upper display region 101 in which isdisplayed a picture of shoes (symbol) representing a high performanceshoes coupon and a lower display region 102 showing the number of highperformance shoes coupons obtained. The center item display part 106 isdivided into an upper display region 104 showing the letters “100 days”(symbol) which represent a 100 days training achieved coupon and a lowerdisplay region 105 that indicates the number of 100 days trainingachieved coupons obtained. The right item display part 109 is dividedinto an upper part display region 107 that shows a picture of a swimsuit(symbol) which represents a high performance swimsuit coupon and a lowerpart display region 108 that shows the number of high performanceswimsuit coupons obtained.

During the base game, symbols are displayed in the upper part displayregions 101, 104 and 107 of the item display parts 103, 106 and 109shown in FIG. 15, and if any of these items is obtained during the basegame the number of coupons (starting from one coupon shown as “1”) isdisplayed in the lower part display region 102, 105 or 108 correspondingto the item concerned. Thereafter, as each item is obtained during thebase game the number displayed in the lower display region 102, 105 or108 corresponding to the item increases by “1”.

As described subsequently, items can be used in the second game. When anitem is used in the second game, a number appears displayed on the lowerliquid crystal display 4 and the player plays the base game thereafter,“1” has been deducted from the number representing the number of couponsshown in the lower display region 102, 105, 108 for that item. When thatnumber shown in the lower display region 102, 105, 108 becomes “0”, theitem corresponding to the lower display region 102, 105, 108 displayingthe “0” can not be used in the second game.

The number of each item that can be used in the second game is stored ina region maintained in the RAM 52.

The method to for determining the items acquired during the base gamewill now be described with reference to the “items process” of FIG. 9and FIG. 13.

As described above, items acquired during the base game are displayed inthe lower liquid crystal display 4. If as a result of the base game aplayer moves to the second game, as shown in FIG. 18, on the lowerliquid crystal display 4, at the upper part of each item display part103, 106 and 109, the second game type display parts 111 and 112 forselecting the type of second game are displayed instead of each of thevariable display parts 22 to 24.

The letters “100 m race” are displayed in the second game display part111. If the player touches the second game type display part 111, fromthen on, each of the second game display parts 111 and 112 as well aseach of the item display parts 103, 106 and 109 are removed from thelower liquid crystal display 4. Thereafter, the “100 m race” dynamicpicture is displayed on the lower liquid crystal display 4 for thesecond game, and in the ensuing competition, a game commences in whichwhen the main character representing the player in the competition winsthe first prize, a payout of “100” is obtained, while when the centralcharacter representing the player does not win the flat prize, a payoutof “10” is obtained. After that game, there is a return to the basegame.

The letters “100 m swim” are displayed in the second game display part112. If the player touches the second game type display part 112, fromthen on, each of the second game display parts 111 and 112 as well aseach of the item display pants 103, 106 and 109 are removed from thelower liquid crystal display 4. Thereafter, the “100 m swim” dynamicpicture is displayed on the lower liquid crystal display 4 for thesecond game, and in the ensuing competition, a game commences in whichwhen the main character representing the player in the competition isthe top finisher, a payout of “100” is obtained, while when the centralcharacter representing the player is not the top finisher, a payout of“10” is obtained. After that game, there is a return to the base game.

Before the second game starts, the player can choose to use any of theitems acquired during the base game. As shown in FIG. 19, theprobability of obtaining a payout in the second game differs accordingto the combinations of the type of second game and the type of itemsused.

As shown in FIG. 19, when the “100 m race” is played as the second gamethe probability of obtaining a payout of “100” if using the highperformance shoes coupon is “½”. The probability of obtaining a payoutof “100” if using the 100 days training achieved coupon is “¼”. Theprobability of obtaining a pay out of “100” if using the highperformance swimsuit coupon is “⅛”. That is to say, the probability ofobtaining a payout of “100” rises in the order high performance swimsuitcoupon, 100 days training achieved coupon, high performance shoescoupon. Note that the player can still play the second game withoutobtaining any items during the base game, however in this case, theabove described probability ratios are the lowest, that is “⅛” the sameas if using the high performance swimsuit coupon item.

When the “100 m swim” is played as the second game, the probability ofobtaining a payout of “100” is “½” if using the high performanceswimsuit coupon. The probability of obtaining a payout of “100” is “¼”if using the 100 days training achieved coupon. The probability ofobtaining a pay out of “100” is “⅛” if using the high-performance shoescoupon. That is to say, the probability of obtaining a payout of “100”rises in the order high performance shoes coupon, 100 days trainingachieved coupon, high performance swimsuit coupon. Note that the playercan still play the second game without obtaining any items during thebase game, however in this case, the above described probability ratiosare the lowest, that is “⅛” the same as if using the high performanceshoes coupon item.

The main process program for running the slot machine 1 will now bedescribed with reference to FIG. 9. FIG. 9 is a flowchart displaying theflow of the main process program. In FIG. 9, firstly, at step 11(hereinafter “step” is truncated to “S”), the start receive process ofFIG. 10 described subsequently, is run. This process is for receivingswitch signals output from the spin switch 58, the 1-BET switch 59, the3-BET switch 60 or the 5-BET switch 61 based on the player operating thespin/repeat BET button 12, the 1-BET button 11, the 3-BET button 13 orthe 5-BET button 14. At the point at which a switch signal output fromone of the switches is received, the game starts.

At S12 the lottery process of FIG. 11 described subsequently is runbased on switch signals output from the spin switch 58, the 1-BET switch59, the 3-BET switch 60 or the 5-BET switch 61.

At S13, the base game process of FIG. 12 described subsequently is run.At S14 the item process of FIG. 13 described subsequently is run.

At S15 a determination is made as to whether or not the second game isset up. Basically, at the lottery process of S12, when the random numbervalue for the “center reel” sampled via the random number samplingcircuit 56 is 0, the game proceeds to S16 because a winning combinationfor the second game has been produced (S15: YES), and the second gameprocess of FIG. 17 described subsequently is run and then the mainprocess program finishes. On the other hand, if at the lottery processof S12 the random number value of the “center reel” sampled via therandom number sampling circuit 56 is between 1 and 127, the main processprogram finishes without further steps as a winning combination of thesecond game has not resulted (S15: NO).

The start receive process program run on the slot machine 1 will now bedescribed with reference to FIG. 10. FIG. 10 is a flowchart of the startreceive process program. At S11 of the main process program shown inFIG. 9 a start receive process is run however, fit, the system proceedsto S21 of FIG. 10 and a determination is made as to whether or not apredetermined time (e.g. 15 seconds) has elapsed. When it is determinedthat this predetermined time has not elapsed (S21: NO), the systemproceeds to S23 without further action. If the determination is that thepredetermined time has elapsed (S21: YES), at S22 after a demoperformance is run on the upper liquid crystal display 3 or the lowerliquid crystal display 4, the system proceeds to S23. At S23, adetermination is made as to whether or not the player has operated thespin/repeat BET button 12, the 1-BET button 11, the 3-BET button 13 orthe 5-BET button 14. Here, if it is determined that there has been nooperation of the 1-BET button 11 or those other buttons (S23: NO), thesystem returns to S21 and repeats the above described processes. On theother hand, if it is determined that the 1-BET button 11 or any of thoseother buttons have been operated (S23: YES), the system returns to themain process program of FIG. 9 even though the demo effect may berunning, and proceeds to the lottery process of S12.

The lottery process program running on the slot machine 1 will now bedescribed with reference to FIG. 11. FIG. 11 is a flow chart of thelottery process program. At S12 of the main process program of FIG. 9the lottery process is run, however, first the system proceeds to S31 ofFIG. 12 and performs a symbol determining process. Here, at the basegame the symbols stopped and displayed over the activated pay line L aredetermined for each variable display part 22 to 24. Basically, asdescribed above, three random values corresponding to each of thevariable display parts 22 to 24, are sampled by the random numbersampling circuit 56 and the symbols to be stopped and displayed aredetermined via the code numbers based on the lottery table of FIG. 7.Once the symbols to be stopped and displayed over the activated pay lineL are determined, at S32, after a combination determining process is runthe system returns to the main process program of FIG. 9 and proceeds tothe base game process of S13. Basically, in the combination determiningprocess the winning combination corresponding to the code number used atS31 and the payout therefor is determined based on the table shown inFIG. 8.

Next, the base game process program running on the slot machine 1 willbe described with reference to FIG. 12. FIG. 12 is a flow chat showingthe base game process program. At S13 of the main process program ofFIG. 9, the base game process is run. At S41 of FIG. 12, each of thesymbols is scrolled on the variable display parts 22 to 24 due tocommencement of the rotation of the three reels inside the cabinet 2,based on the switch signals output from the spin switch 58, the 1-BETswitch 59, the 3-BET switch 60 or the 5-BET switch 61 received at S11 ofFIG. 9. At this time, each of the scrolling symbols are visible as thevariable display parts 22 to 24 can be seen through.

At S42 the scrolling of each symbol on the variable display parts 22 to24 is stopped by the stopping of the rotation of the three reels 220inside the cabinet 2.

At S43, the payout corresponding to the combination of symbols stoppedand displayed at S42 is read from the table shown in FIG. 8, and coinsor bills, corresponding to the payout thus read are paid out. After theprocesses of S43, the system returns to the main process program of FIG.9 and proceeds to the item processes of S14.

The item process program running on the slot machine 1 will now bedescribed with reference to FIG. 13. FIG. 13 is a flowchart describingthe item process program. At S14 of the main process program of FIG. 9,in order to run the item process, first, at S101, an item acquisitionlottery is run. At S101 the items acquired in the base game aredetermined. Basically, a single random number value is sampled fromwithin the range “0” to “127” by the random number sampling circuit 56,and based on the lottery table shown in FIG. 14, the acquired items aredetermined.

For example, when the sampled random number value is within the rangebetween “0” and “9” it is determined that the item acquired is “highperformance shoes coupon”. When the sampled random number value iswithin the range between “10” and “19”, it is determined that the itemacquired is “100 days training achieved coupon”. When the sampled randomnumber value is within the range between “20” and “29”, it is determinedthat the item acquired is “high performance swimsuit coupon”. When thesampled random number value is within the range between “30” and “127”,it is determined that the item is not acquired.

At S102, it is determined whether or not an item has been acquired. Ifthe determination is that an item has not been acquired (S102: NO) thesystem returns to the main process program of FIG. 9 without anyadditional action, and proceeds to the determination process of S15. Ifhowever it is determined that an item has been acquired (S102: YES) thesystem proceeds to S103.

At S103, “1” is added to the number which is displayed in the lowerdisplay regions 102, 105 and 108 of the item display parts 103, 106 and109. Then the system returns to the main process program of FIG. 9 andproceeds to the determination process of S15.

The second game process program which runs on the slot machine 1 willnow be described with reference to FIG. 17. FIG. 17 is a flowchart ofthe second game process program. At S16 of the main process program ofFIG. 9 the second game process program is run, however first, at S111,the second game selection screen is displayed. Basically, the CPU 50instructs the liquid crystal driving circuit 74, such that, above theitem display parts 103, 106 and 109, instead of the variable displayparts 22 to 24, second game type display parts 111 and 112 for selectingthe type of second game are displayed as shown in FIG. 18.

Thereafter, the system proceeds to S112 and the selection of the secondgame is performed. Basically, the player touches either of the secondgame type display parts 111 or 112 on the lower liquid crystal display4. If the player touches the second game type display part 111, the CPU50 determines that the player has touched it via the transparent touchpanel 30 and the touch panel driving circuit 67, and determines that the“100 m race” has been selected as the second game. On the other hand, ifthe player touches the second game type display part 112, the CPU 50determines that the player has touched it via the transparent touchpanel 30 and the touch panel driving circuit 67, and determines that the“100 m swim” has been selected as the second game.

It is suitable to select one type of second game from among theplurality of types at random, via the random number sampling circuit 56.

Thereafter, at S113, the determination is made as to whether or not theplayer has an item. Basically, if the number of each item that can beused at the second game as stored in the ram 52 is “0” for each of theitems, it is determined that the player does not have any items, whileif the number for any of the items is greater than “0” it is determinedthat the player has an item.

If it is determined that the player does not have any items (S113: NO),the system proceeds to S117 without flier action. If however it isdetermined that the player has items (S113: YES) the system proceeds toS114.

At S114, the item selection screen is displayed anew. Basically, the CPU50 sends an instruction to the liquid crystal driving circuit 74, and asshown in FIG. 18, on the lower liquid crystal display 4 below the secondgame type display parts 111 and 112 each item display part 103, 106 and109 for selecting the items for use in the second game are displayed.

Then, at S115, the system determines whether or not an item has beenselected. Basically, this selection is performed on the lower liquidcrystal display 4 by the player touching either of the item displayparts 103, 106 or 109.

When the player touches the item display parts 103, the CPU 50determines that the player has touched it via the transparent touchpanel 30 and the touch panel driving circuit 67, and determines that thehigh performance shoes coupon has been selected as the item for use inthe second game. When the player touches the item display parts 106, theCPU 50 determines that the player has touched it via the transparenttouch panel 30 and the touch panel driving circuit 67, and determinesthat the 100 days training achieved coupon has been selected as the itemfor use in the second game. When the player touches the item displayparts 109, the CPU 50 determines that the player has touched it via thetransparent touch panel 30 and the touch panel driving circuit 67, anddetermines that the high performance swimsuit coupon has been selectedas the item for use in the second game.

In the case of an item for which the displayed number is “0” in thelower display regions 102, 105 and 108 of the item display parts 103,106 or 109, the item can not be selected even if the player touches theitem display part 103, 106 or 109 for the item. Further, when an item isnot touched for the duration of a predetermined time (for example 30seconds from the time when the item selection screen is displayed anew),the system determines that the item is not touched.

If it is determined that an item is not touched (S115: NO), the systemproceeds to S117 without further action. If it is determined that anitem is touched (S115: YES), the system proceeds to S116.

At S116, a determination is made that the item selected at S115 fromamong the three types of items consisting of the high performance shoescoupon, 100 days training achieved coupon or high performance swimsuitcoupon, is the item for use during the second game.

At S117 the lottery process is run. This lottery process is performedusing lottery tables that differ according to the different combinationsbetween the second game selected and the type of item selected.

That is to say, when “100 m race” is selected for the second game, asshown in FIG. 19, if an item is not selected or if a high performanceswimsuit is selected the player has a “⅛” probability of winning. Anexample of a lottery table for winning with a “⅛” probability is shownin FIG. 20A. In this lottery process a single random number value issampled from within the range “0” to “127” by the random number samplingcircuit 56, and a determination is made based on the lottery table ofFIG. 20A of whether there is a win or a loss. If the random numbersampled is within the range “0” to “15”, it is determined as a win butif the random number sampled is within the range “16” to “127” it isdetermined as a loss.

When the high performance shoes coupon is selected, a lottery process isperformed by using a lottery table with a “½” winning probability. Inthis lottery process a single random number value is sampled from withinthe range “0” to “127” by the random number sampling circuit 56, and adetermination is made based on the lottery table of FIG. 20C of whetherthere is a win or a loss. If the random number sampled is within therange “0” to “63”, it is determined as a win but if the random numbersampled is within the range “64” to “127” it is determined as a loss.

When the 100 days training achieved coupon is selected a lottery processis performed by using a lottery table with a “¼” winning probability. Inthis lottery process a single random number value is sampled from withinthe range “0” to “127” by the random number sampling circuit 56, and adetermination is made based on the lottery table of FIG. 20B of whetherthere is a win or a loss. If the random number sampled is within therange “0” to “31”, it is determined as a win but if the random numbersampled is within the range “32” to “127” it is determined as a loss.

On the other hand, when “100 m swim” is selected for the second game, asshown in FIG. 19, if an item is not selected or if high performanceshoes are selected, a lottery process is performed by using a lotterytable with a “⅛” winning probability. In this lottery process a singlerandom number value is sampled from within the range “0” to “127” by therandom number sampling circuit 56, and a determination is made based onthe lottery table of FIG. 20A of whether there is a win or a loss. Ifthe random number sampled is within the range “0” to “15”, it isdetermined as a win but if the random number sampled is within the range“16” to “127” it is determined as a loss.

When the high performance swimsuit coupon is selected, a lottery processis performed by using a lottery table with a “½” winning probability. Inthis lottery process a single random number value is sampled from withinthe range “0” to “127” by the random number sampling circuit 56, and adetermination is made based on the lottery table of FIG. 20C of whetherthere is a win or a loss. If the random number sampled is within therange “0” to “63”, it is determined as a win but if the random numbersampled is within the range “64” to “127” it is determined as a loss.

When the 100 days training achieved coupon is selected, a lotteryprocess is performed by using a lottery table with a “¼” winningprobability. In this lottery process a single random number value issampled from within the range “0” to “127” by the random number samplingcircuit 56, and a determination is made based on the lottery table ofFIG. 20B of whether there is a win or a loss. If the random numbersampled is within the range “0” to “31”, it is determined as a win butif the random number sampled is within the range “32” to “127” it isdetermined as a loss.

Each of the lottery tables of FIGS. 20A, 20B and 20C are stored in theROM 51.

Returning to FIG. 17, after the lottery process of S117 the systemproceeds to S118 and determines whether or not the lottery produced awin. If the determination is that the lottery produced a win, the systemproceeds to S119 and a sound and/or video effect for win is run.Basically, when the “100 m race” is selected for the second game each ofthe second game type display parts 111 and 112 and each item displayparts 103, 106 and 109 are removed from the lower liquid crystal display4. Then, a video of “100 m race” is displayed on the lower liquidcrystal display 4 for the second game, and in that race the video isdisplayed of the participant representing the player winning firstprize. When the “100 m swim” is selected for the second game, each ofthe second game type display screens 111 and 112 and each item displaypart 103, 106 and 109 are removed from the lower liquid crystal display4. Then, the video “100 m swim” is displayed on the lower liquid crystaldisplay 4 for the second game, and in that swim the video is displayedof the participant representing the player being the top finisher.

Thereafter, the system proceeds to S120 and after acquisition of “100”being the payout for the win based on the payout tables of FIG. 21, thesystem proceeds to S123.

The payout tables of FIG. 21 are stored in the ROM 51.

On the other hand, if at S118 described above it is determined that thelottery produced a loss (S118: NO), the system proceeds to S121 and asound and/or video effect for loss is run. Basically, when the “100 mrace” is selected for the second game each of the second game typedisplay parts 111 and 112 and the item display parts 103 106 and 109 areremoved from the lower liquid crystal display 4. Then, the video “100 mrace” is displayed on the lower liquid crystal display 4 for the secondgame, and in that race the participant representing the player notwinning first prize. When the “100 m swim” is selected for the secondgame, each of the second game type display screens 111 and 112 and eachitem display part 103, 106 and 109 are removed from the lower liquidcrystal display 4. Then, the video “100 m swim” is displayed on thelower liquid crystal display 4 for the second game, and in that swim thevideo is displayed of the participant representing the player is otherthan the top finisher.

At S122, after the player acquires “10” that is the payout for a lossbased on the payout table of FIG. 21, the system proceeds to S123described following.

At S123, the payout process for the payout acquired during the secondgame is performed and coins corresponding to the amount of the payoutare paid out.

The CPU 50 functions as the “item lottery means” when running S101 ofthe item process shown in FIG. 13. The CPU 50 functions as the “secondgame selection means” when running S112 of the second game process shownin FIG. 17. The CPU 50 functions as the “item selection means” whenrunning S116 of the second game process shown in FIG. 17. The CPU 50functions as the “effect lottery means” or the “payout lottery means”when running S117 of the second game process shown in FIG. 17.

That is to say, with the slot machine 1 according to this embodiment ofthe present invention, as shown in FIG. 9, after the base game process(S13) is run, an item process (S14) is run that performs a lottery as towhether or not one of the items is acquired from among the three typesof items including the high performance shoes coupon, the 100 daystraining achieved coupon or the high performance swimsuit coupon.Further, when the second game is run, as shown in FIG. 17, the playerchooses either of “100 m race” or “100 m swim” as the type of the secondgame (S112), and the player chooses the type of item to be used duringthe second game from items acquired by the lottery run during the basegame (S113-S116). Then, at the second game lottery process (S117), oneof the lottery tables of FIG. 20A, 20B or 20C is used, being the tablesetting the winning probability (probability of obtaining payout of“100”) shown in FIG. 19 in accordance with the combination of the typeof second game selected and the type of item, or more specifically, thetype of second game from among “100 m race” or “100 m swim” and the typeof item from among high performance shoes coupon, 100 days trainingachieved coupon or high performance swimsuit coupon. Thus, in accordancewith the combination of the type of second game selected by the playerand the type of item, in the majority of cases the performance played inthe second game and the payout that can be acquired are different,thereby realizing a second game that is a player participation type gameof a new style.

It is also suitable for the type of second game not to be selected bythe player but to use the random number sampling circuit 56 to select“100 m race” or “100 m swim” at random.

Various other modifications will be apparent to and can be readily madeby those skilled in the art without departing from the scope and spiritof this invention.

For example, in the case of the slot machine 1 of this embodiment of thepresent invention the lottery tables shown in FIG. 19 are used for thesecond game, however it is also suitable to use the lottery table shownin FIG. 22 and have a win or a loss determined by a combination of thetype of second game and type of item.

That is to say, when “100 m race” is selected as the second game at S117of the second game process of FIG. 17 and an item is not selected, thelottery is performed by the lottery table with “⅛” probability ofwinning as shown in FIG. 22. An example of a lottery table providingwins at a probability of “⅛” is shown in FIG. 20A. In this lotteryprocess a single random number value is sampled by the random numbersampling circuit 56 from within the range “0” to “127”, and adetermination of win or loss is based on the lottery table of FIG. 20A.When the sampled random number value is in the range between “0” and“15” it is determined as a win and when the sampled random number valueis in the range between “16” and “127” it is determined as a loss.

When “100 m race” is selected as the second game and the highperformance shoes coupon is selected, the lottery process is performedby using the lottery table with “ 1/1” probability of winning.

When “100 m race” is selected as the second game and the 100 daystraining achieved coupon is selected, the lottery process is performedby using the lottery table with a “¼” winning probability. In thislottery process a single random number value is sampled from within therange “0” to “127” by the random number sampling circuit 56, and adetermination is made based on the lottery table of FIG. 20B of whetherthere is a win or a loss. If the random number sampled is within therange “0” to “31”, it is determined as a win but if the random numbersampled is within the range “32” to “127” it is determined as a loss.

When “100 m race” is selected as the second game and the highperformance swimsuit coupon is selected, the lottery process isperformed by using the lottery table with “0” probability of winning.That is to say, the result of the lottery is always a loss.

On the other hand, when “100 m swim” is selected as the second game andan item is not selected, the lottery is performed by the lottery tablewith “⅛” probability of winning as shown in FIG. 22. In this lotteryprocess a single random number value is sampled by the random numbersampling circuit 56 from within the range “0” to “127”, and adetermination of win or loss is based on the lottery table of FIG. 20A.When the sampled random number value is in the range between “0” and“15” it is determined as a win and when the sampled random number valueis in the range between “16” and “127” it is determined as a loss.

When “100 m swim” is selected as the second game and the highperformance swimsuit coupon is selected, the lottery process isperformed by using the lottery table with “ 1/1” probability of winning.

When “100 m swim” is selected as the second game and the 100 daystraining achieved coupon is selected, the lottery process is performedby using the lottery table with a “¼” winning probability. In thislottery process a single random number value is sampled from within therange “0” to “127” by the random number sampling circuit 56, and adetermination is made based on the lottery table of FIG. 20B of whetherthere is a win or a loss. If the random number sampled is within therange “0” to “31”, it is determined as a win but if the random numbersampled is within the range “32” to “127” it is determined as a loss.

When “100 m swim” is selected as the second game and the highperformance shoes coupon is selected, the lottery process is performedby using the lottery table with “0” probability of winning. That is tosay, the result of the lottery is always a loss.

Accordingly, at the lottery process of the second game (FIG. 17 S117),when the lottery table shown in FIG. 22 is used, if the player selects“100 m race” for the second game, moreover the high performance shoescoupon is selected as the item for use in the second game, or, theplayer selects “100 m swim” as the second game, moreover the highperformance swimsuit coupon is selected as the item for use in thesecond game, then a high payout of “100” will definitely be obtained.

On the other hand, if the player selects “100 m race” as the secondgame, moreover the high performance swimsuit coupon is selected as theitem for use in the second game, or if the player selects “100 m swim”as the second game, moreover the high performance shoes coupon isselected as the item for use in the second game, then a low payout of“10” will definitely be obtained.

In these cases the sound effect and/or video effect run and the payoutobtained for the second game differs according to the combination of thetype of item and the type of second game selected by the player, thus anew style of player participation type second game can be realized.

Further, for this slot machine 1 according to this embodiment of theinvention there are two types of second game and three types of items,however there is no limit to the number of types that can be used.

Further, for this slot machine 1 according to this embodiment of theinvention, in the base game, the symbol that is stopped and displayedover the activated pay line L is determined for each variable displaypart 22 to 24 by three random number values sampled by the random numbersampling circuit 56 (refer FIG. 7). However it is also suitable to haveall of these symbols stopped and displayed over the activated pay line lfor each of the variable display parts 22 to 24 determined by a singlerandom number sampled with the random number sampling circuit 56. Thelottery table for the winning combination shown in FIG. 23 is used forthis purpose, FIG. 23 showing the lottery tables for the winningcombinations and the payouts therefore provided for the base game usingthree variable display parts.

In FIG. 23 the range of random number values used in the lottery tablesfor the winning combinations is between 0 and 16383, and when the randomnumber values sampled via the random number sampling circuit 56 iswithin the range between 0 and 140, the player wins through to thesecond game and obtains a payout of “500”. Here, trigger symbol 97 isstopped and displayed over the activated pay line L on variable displaypart 23 and the player can advance to the second game.

When the random number values sampled via the random number samplingcircuit 56 is within the range between 141 and 185, “7-7-7” is stoppedand displayed over the activated pay line L on the variable displayparts 22 to 24 and the player obtains a payout of “100”. When the randomnumber values sampled via the random number sampling circuit 56 iswithin the range between 186 and 200, “triple bar-triple bar-triple bar”is stopped and displayed over the activated pay line L on the variabledisplay parts 22 to 24 and the player obtains a payout of “5”. When therandom number values sampled via the random number sampling circuit 56is within the range between 201 and 232, “double bar-double bar-doublebar” is stopped and displayed over the activated pay line L on thevariable display parts 22 to 24 and the player obtains a payout of “3”.When the random number values sampled via the random number samplingcircuit 56 is within the range between 233 and 514, “single bar-singlebar-single bar” is stopped and displayed over the activated pay line Lon the variable display parts 22 to 24 and the player obtains a payoutof “2”. When the random number values sampled via the random numbersampling circuit 56 is within the range between 515 and 823,“cherry-cherry-cherry” is stopped and displayed over the activated payline L on the variable display parts 22 to 24 and the player obtains apayout of “2”.

When the random number value sampled is within the range between 824 and16383, it is a “loss”. In this case, the combination stopped anddisplayed over the activated pay line L is other than the abovedescribed combination of symbols and there is no payout.

The present invention can be used as an embodiment for running a secondmode game following on from a base mode game.

1. A gaming machine comprising: a display; and a processor operablycoupled to at least one of the display and a memory, the processorcausing the display to display a first game, the processor determiningwhether or not a type of item from among a plurality of types of itemsis acquired and which type of item is acquired each time the first gameis run, the processor determining whether or not a second game is runeach time the first game is run, the processor causing the display todisplay a plurality of selection elements of the second game and atleast one item acquired in the first game, if the second game isdetermined to be run, the processor determining at least video effectrunning in the second game based on a combination of the selectionelement selected by a player and the item selected by the player, andthe processor causing the display to display the video effect when thevideo effect is determined to be output.
 2. A gaming machine comprising:a display; and a processor operably coupled to at least one of thedisplay and a memory, the processor causing the display to display afirst game, the processor determining whether or not a type of item fromamong a plurality of types of items is acquired and which type of itemis acquired each time the first game is run, the processor determiningwhether or not a second game is run each time the first game is run, theprocessor causing the display to display a plurality of selectionelements of the second game and at least one item acquired in the firstgame, if the second game is determined to be run, the processordetermining a payout value in the second game based on a combination ofthe selection element selected by a player and the item selected by theplayer, and the processor providing an award based the payout value. 3.The gaming machine according to claim 1, further comprising a touchpanel arranged on a front face of the display and configured to betouched by the player to select a selection element and at least oneitem of the second game.
 4. The gaming machine according to claim 2,further comprising a touch panel arranged on a front face of the displayand configured to be touched by the player to select a selection elementand at least one item of the second game.
 5. The gaming machineaccording to claim 1, wherein the processor makes a specified effectdetermination when the combination of the selection element selected andthe type of item selected is a specified combination.
 6. The gamingmachine according to claim 2, wherein the processor makes a specifiedpayout determination when the combination of the selection elementselected and the type of item selected is a specified combination. 7.The gaming machine according to claim 1, further comprising: a soundoutput unit, wherein the processor determines sound effect running inthe second game based on the combination of the selection elementselected by a player and the item selected by the player, and cause thesound output unit to out put the sound effect when the sound effect isdetermined to be output.